Using Werewolf game as assisted-learning media to stimulate Madrasah Aliyah students’ English speaking ability

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This research is conducted to determine How does use Werewolf game as
assisted learning media to stimulate Indonesian Madrasah Aliyah students'
English speaking ability and What the students' respond by using Werewolf game
as assisted learning media in speaking class. The researcher uses qualitative
research approach. This research is a case study and used Eleventh grade students
3 males and 7 females as a participant with two meetings and with 3-4 matches
each meeting. Data collection methods are observations and interviews. Then,
data analysis uses thematic analysis to solve research questions.
Based on the results of observations and interviews in this research, the
Werewolf game has successfully addressed various challenges faced by
Indonesian Madrasah Aliyah students in their English-speaking abilities, such as
low self-confidence, communication difficulties, limited vocabulary, poor
pronunciation, and limited fluency. This game motivates students to actively
speak in English, creating a learning experience in various situational contexts
that helps them develop real-life speaking skills. Additionally, the game supports
game-based learning, increases student motivation, and creates a fun and
interactive learning environment. It also emphasizes social interaction and English
communication, strengthening speaking skills and helping students overcome
their anxiety about speaking in English. Overall, the Werewolf game emerges as
an effective method to stimulate English-speaking abilities among Madrasah
Aliyah students while making the learning process enjoyable and interactive.
A. Conclusion
Based on the research findings and the themes that emerged in response
to the research questions, it can be inferred that using the Werewolf game as
assisted learning media can stimulate English speaking ability because has a
significant and positive impact on the English speaking skills of Indonesian
Madrasah Aliyah students. Conclusion of this research the following
description:
1) The use Werewolf game as assisted learning media to stimulate
Indonesian Madrasah Aliyah students’ English speaking ability
Based on the findings from this research, it is evident that
Madrasah Aliyah students in Indonesia face several challenges when it
comes to developing their English-speaking skills. These challenges
encompass low self-confidence, communication difficulties, limited
vocabulary, poor pronunciation, and limited fluency. Many students
experience anxiety and nervousness while speaking English, which hinders
their ability to express themselves confidently. Additionally, unclear
communication objectives and vocabulary limitations make it challenging
for them to effectively communicate in English. Pronunciation issues
further compound the difficulties, making it hard for others to understand
them, and fluency is often hindered by frequent pauses and speaking
hesitations.
However, the introduction of the Werewolf game as an assisted
learning media has shown promising results in transforming students'
English-speaking abilities. This transformation includes improvements in
self-confidence, communication skills, pronunciation, and fluency. The
game has motivated students to actively engage in foreign language
lessons, making learning English more exciting and enjoyable. It has
created a supportive environment for positive language learning,
promoting interaction and conversation in English. While vocabulary
limitations still exist for some students, there has been some progress in
this area as well.
In conclusion, the Werewolf game has emerged as a valuable tool
for stimulate Indonesian Madrasah Aliyah students' English-speaking
abilities It has addressed the challenges, they face in developing these
skills and has brought about positive transformations in their confidence,
communication, pronunciation, and fluency. This research highlights the
potential of innovative and interactive approaches to language learning in
improving students' language proficiency and overall language acquisition.
2) The student’s respond by using Werewolf game as assisted
learning media in speaking class
First and foremost, the Werewolf game motivates students to speak more
actively in English. The game's policy requiring all interactions to be
conducted in English encourages students to use English effectively.
Although they may initially face challenges such as pronunciation and lack
of confidence, they quickly find new motivation to use English effectively.
This motivation arises from their engagement in unique roles assigned in
the game and the game's strong demand for English language proficiency.
Furthermore, the game transforms students' learning experience
through different situational contexts. Students must adapt their English
vocabulary and sentence construction to match the situations in the game.
This helps them develop their English speaking abilities in real-life
contexts.
Moreover, the use of the Werewolf game as a learning media is a
great example of game-based learning. The game not only increases
student motivation but also creates a fun and immersive learning
experience. The game's mechanisms that encourage active participation
and immersion in learning are highly effective in improving students'
English speaking abilities.
During the game, social interaction and communication in English
become crucial aspects. Students naturally engage in teamwork and
communicate using English. This strengthens their speaking skills and
creates an interactive learning environment that supports language
development.
Additionally, the Werewolf game helps students overcome their
anxiety about speaking in English. Initially, many students may feel
anxious, but the relaxed and enjoyable game environment gradually
reduces their tension.
The game encourages students to take risks in speaking. They must
boldly express their opinions, ask questions, and defend their arguments in
English to win the game. This provides students with opportunities to
speak in a relaxed and informal setting, without the fear of negative
judgment.
The Werewolf game addresses students' fear of making mistakes
when speaking English. It aligns with the concept of having a growth
mindset, where mistakes are viewed as opportunities for learning and
growth. Expressing oneself in the game reduces stress and improves
mental well-being, further boosting students' confidence in speaking
English.
In conclusion, the implementation of the Werewolf game as an
assisted learning media in speaking classes has not only enhanced
language skills but also transformed students' attitudes towards speaking
English. This innovative approach combines role-playing, situational
context, and game-based learning to create a dynamic and engaging
learning environment. It encourages active participation, fosters
confidence in English communication, and helps students overcome
anxiety and fear of making mistakes. The Werewolf game stands as a
promising and effective method for stimulating language skills while
making the learning process enjoyable and interactive.
B. Suggestion
a) For Teachers: It is recommended for teachers to continue implementing
role-play approaches, creating situational contexts, and integrating gaming
elements into their teaching. This will help create a supportive learning
environment where students can develop a growth mindset that sees
mistakes as opportunities for growth. Additionally, focus on enhancing
student engagement and their interest in learning English by incorporating
fun and challenging elements into their lessons.
b) For Students: Students should view the Werewolf game as a valuable tool
for improving their English speaking skills. They should be brave in using
English, actively participate, and take advantage of the social interactions
offered by the game. By doing so, they can maximize the game's potential
for the development of their English speaking skills.
c) For Future Researcher: Future researcher should consider expanding the
scope of their research by comparing the effectiveness of this game with
other methods, exploring its integration with existing teaching
methodologies, investigating its use across various educational levels, and
conducting in-depth qualitative studies to comprehensively understand its
impact. This will help maximize the benefits of using the Werewolf game.
Ketersediaan
STAR20230397397/2023Perpustakaan PusatTersedia
Informasi Detil
Judul Seri

-

No. Panggil

417/2023

Penerbit

IAIN BONE : Watampone.,

Deskripsi Fisik

-

Bahasa

English

ISBN/ISSN

-

Klasifikasi

Skripsi Tarbiyah

Informasi Detil
Tipe Isi

-

Tipe Media

-

Tipe Pembawa

-

Edisi

-

Subyek

Werewolf Game

Info Detil Spesifik

-

Pernyataan Tanggungjawab
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